From 6fb0c7a7a53e1eba7a0f5dc5b1ade312a0d76119 Mon Sep 17 00:00:00 2001 From: Toad King Date: Thu, 14 Jun 2012 03:21:06 -0400 Subject: initial pocketsnes commit --- src/mode7prio_t.h | 535 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 535 insertions(+) create mode 100644 src/mode7prio_t.h (limited to 'src/mode7prio_t.h') diff --git a/src/mode7prio_t.h b/src/mode7prio_t.h new file mode 100644 index 0000000..24d0062 --- /dev/null +++ b/src/mode7prio_t.h @@ -0,0 +1,535 @@ +#include "snes9x.h" +#include "memmap.h" +#include "ppu.h" +#include "cpuexec.h" +#include "display.h" +#include "gfx.h" +#include "apu.h" + +extern struct SLineData LineData[240]; +extern struct SLineMatrixData LineMatrixData [240]; +extern uint8 Mode7Depths [2]; + +#define M7 19 +#define M7C 0x1fff + +#define MACRO_CONCAT(a,b) a##b +#define DEC_FMODE7(n) MACRO_CONCAT(void DrawBGMode7Background16Prio, n)(uint8 *Screen, int bg) + +static void DrawBGMode7Background16R3 (uint8 *Screen, int bg) +{ + int aa, cc; + int startx; + uint32 Left = 0; + uint32 Right = 256; + uint32 ClipCount = GFX.pCurrentClip->Count [0]; + + int32 HOffset; + int32 VOffset; + int32 CentreX; + int32 CentreY; + uint8 *d; + uint16 *p; + int dir; + int yy; + int yy3; + int xx3; + int xx; + int BB; + int DD; + uint32 Line; + uint32 clip; + uint8 b; + uint8 *Depth; + unsigned int fixedColour = GFX.FixedColour; + uint32 depth = Mode7Depths[0] | (Mode7Depths[1] << 8); + + if (!ClipCount) ClipCount = 1; + + Screen += GFX.StartY * GFX_PITCH; + Depth = GFX.DB + GFX.StartY * GFX_PPL; + struct SLineMatrixData *l = &LineMatrixData [GFX.StartY]; + + for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, Depth += GFX_PPL, l++) { + HOffset = ((int32) LineData[Line].BG[0].HOffset << M7) >> M7; + VOffset = ((int32) LineData[Line].BG[0].VOffset << M7) >> M7; + + CentreX = ((int32) l->CentreX << M7) >> M7; + CentreY = ((int32) l->CentreY << M7) >> M7; + + if (PPU.Mode7VFlip) yy = 255 - (int) Line; + else yy = Line; + + yy += VOffset - CentreY; + xx = HOffset - CentreX; + + BB = l->MatrixB * yy + (CentreX << 8); + DD = l->MatrixD * yy + (CentreY << 8); + + yy3 = ((yy + CentreY) & 7) << 4; + + + for (clip = 0; clip < ClipCount; clip++) + { + if (GFX.pCurrentClip->Count [0]){ + Left = GFX.pCurrentClip->Left [clip][0]; + Right = GFX.pCurrentClip->Right [clip][0]; + if (Right <= Left) continue; + } + p = (uint16 *) Screen + Left; + d = Depth + Left; + + if (PPU.Mode7HFlip) { + startx = Right - 1; + aa = -l->MatrixA; + cc = -l->MatrixC; + dir = -1; + } else { + startx = Left; + aa = l->MatrixA; + cc = l->MatrixC; + dir = 1; + } + + xx3 = (startx + HOffset); + + asm volatile ( + "1: \n" + " mov r3, %[AA], asr #18 \n" + " orrs r3, r3, %[CC], asr #18 \n" + " bne 2f \n" + " \n" + " mov r3, %[CC], asr #11 \n" + " mov r1, %[AA], asr #11 \n" + " add r3, r1, r3, lsl #7 \n" + " mov r3, r3, lsl #1 \n" + " ldrb r3, [%[VRAM], r3] \n" + " \n" + " and r1, %[CC], #(7 << 8) \n" + " add r3, %[VRAM], r3, lsl #7 \n" + " and r0, %[AA], #(7 << 8) \n" + " add r3, r3, r1, asr #4 \n" + " add r3, r3, r0, asr #7 \n" + " \n" + " ldrb r0, [r3, #1] \n" + " ldrb r3, [%[d], #1]! \n" + " movs r1, r0, lsl #24 \n" + " beq 4f \n" + " andpl r1, %[depth], #0xff \n" + " movmi r1, %[depth], asr #8 \n" + " cmp r1, r3 \n" + " bls 4f \n" + + " strb r1, [%[d]] \n" + + " mov r1, #0x13000 \n" // R1 = ZDELTA + " ldrb r3, [%[d], r1] \n" + " ldr r1, [%[colors], r0, lsl #2] \n" + + " cmp r3, #1 \n" + " blo 11f \n" + " addne r0, %[delta], %[delta] \n" + " ldreq r3, %[fixedcolour] \n" + + ROP + "11: \n" + " strh r1, [%[p]] \n" + + " ldr r3, %[dir] \n" + " ldr r1, %[daa] \n" + //" ldr r0, %[dcc] \n" + " add %[xx3], %[xx3], r3 \n" + " add %[AA], %[AA], r1 \n" + " add %[CC], %[CC], %[dcc] \n" + " add %[p], %[p], #2 \n" + " subs %[x], %[x], #1 \n" + " bne 1b \n" + " b 3f \n" + "2: \n" + " ldr r3, %[yy3] \n" + " and r0, %[xx3], #7 \n" + //" and r1, r3, #7 \n" + //" mov r3, r1, lsl #4 \n" + " add r3, r3, r0, lsl #1 \n" + " \n" + " add r3, %[VRAM], r3 \n" + " ldrb r0, [r3, #1] \n" + " ldrb r3, [%[d], #1]! \n" + " movs r1, r0, lsl #24 \n" + " beq 4f \n" + " andpl r1, %[depth], #0xff \n" + " movmi r1, %[depth], asr #8 \n" + " cmp r1, r3 \n" + " bls 4f \n" + + " strb r1, [%[d]] \n" + + " mov r1, #0x13000 \n" // R1 = ZDELTA + " ldrb r3, [%[d], r1] \n" + " ldr r1, [%[colors], r0, lsl #2] \n" + + " cmp r3, #1 \n" + " blo 12f \n" + " ldrneh r3, [%[p], %[delta]] \n" + " ldreq r3, %[fixedcolour] \n" + + ROP + "12: \n" + " strh r1, [%[p]] \n" + "4: \n" + " ldr r3, %[dir] \n" + " ldr r0, %[daa] \n" + //" ldr r1, %[dcc] \n" + " add %[xx3], %[xx3], r3 \n" + " add %[AA], %[AA], r0 \n" + " add %[CC], %[CC], %[dcc] \n" + " add %[p], %[p], #2 \n" + " subs %[x], %[x], #1 \n" + " bne 1b \n" + "3: \n" + : + : [x] "r" (Right - Left), + [AA] "r" (l->MatrixA * (startx + xx) + BB), + [CC] "r" (l->MatrixC * (startx + xx) + DD), + [daa] "m" (aa), + [dcc] "r" (cc), + [VRAM] "r" (Memory.VRAM), + [colors] "r" (GFX.ScreenColors), + [p] "r" (p), + [d] "r" (d-1), + [depth] "r" (depth), + [dir] "m" (dir), + [yy3] "m" (yy3), + //[zdelta] "r" (GFX.DepthDelta), + [delta] "r" (GFX.Delta << 1), + [fixedcolour] "m" (fixedColour), + [xx3] "r" (xx3) + : "r0", "r1", "r3", "cc" + ); + } + } + +} + +static void DrawBGMode7Background16R1R2 (uint8 *Screen, int bg) +{ + int aa, cc; + int startx; + uint32 Left = 0; + uint32 Right = 256; + uint32 ClipCount = GFX.pCurrentClip->Count [0]; + + int32 HOffset; + int32 VOffset; + int32 CentreX; + int32 CentreY; + uint8 *d; + uint16 *p; + int yy; + int xx; + int BB; + int DD; + uint32 Line; + uint32 clip; + uint8 b; + uint32 AndByY; + uint32 AndByX = 0xffffffff; + if (Settings.Dezaemon && PPU.Mode7Repeat == 2) AndByX = 0x7ff; + AndByY = AndByX << 4; + AndByX = AndByX << 1; + uint8 *Depth; + unsigned int fixedColour = GFX.FixedColour; + uint32 depth = Mode7Depths[0] | (Mode7Depths[1] << 8); + + + if (!ClipCount) ClipCount = 1; + + Screen += GFX.StartY * GFX_PITCH; + Depth = GFX.DB + GFX.StartY * GFX_PPL; + + struct SLineMatrixData *l = &LineMatrixData [GFX.StartY]; + + for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, Depth += GFX_PPL, l++) { + HOffset = ((int32) LineData[Line].BG[0].HOffset << M7) >> M7; + VOffset = ((int32) LineData[Line].BG[0].VOffset << M7) >> M7; + + CentreX = ((int32) l->CentreX << M7) >> M7; + CentreY = ((int32) l->CentreY << M7) >> M7; + + if (PPU.Mode7VFlip) yy = 255 - (int) Line; + else yy = Line; + + yy += VOffset - CentreY; + xx = HOffset - CentreX; + + BB = l->MatrixB * yy + (CentreX << 8); + DD = l->MatrixD * yy + (CentreY << 8); + + for (clip = 0; clip < ClipCount; clip++) { + if (GFX.pCurrentClip->Count [0]){ + Left = GFX.pCurrentClip->Left [clip][0]; + Right = GFX.pCurrentClip->Right [clip][0]; + if (Right <= Left) continue; + } + p = (uint16 *) Screen + Left; + d = Depth + Left; + + if (PPU.Mode7HFlip) { + startx = Right - 1; + aa = -l->MatrixA; + cc = -l->MatrixC; + } else { + startx = Left; + aa = l->MatrixA; + cc = l->MatrixC; + } + asm volatile ( + "1: \n" + " mov r3, %[AA], asr #18 \n" + " orrs r3, r3, %[CC], asr #18 \n" + " bne 2f \n" + " \n" + " ldr r1, %[AndByY] \n" + " ldr r0, %[AndByX] \n" + " and r1, r1, %[CC], asr #4 \n" + " and r0, r0, %[AA], asr #7 \n" + " \n" + " and r3, r1, #0x7f \n" + " sub r3, r1, r3 \n" + " add r3, r3, r0, asr #4 \n" + " add r3, r3, r3 \n" + " ldrb r3, [%[VRAM], r3] \n" + " and r1, r1, #0x70 \n" + " \n" + " add r3, %[VRAM], r3, lsl #7 \n" + " \n" + " and r0, r0, #14 \n" + " add r3, r3, r1 \n" + " add r3, r3, r0 \n" + " \n" + " ldrb r0, [r3, #1] \n" + " ldrb r3, [%[d], #1]! \n" + " movs r1, r0, lsl #24 \n" + " beq 2f \n" + " andpl r1, %[depth], #0xff \n" + " movmi r1, %[depth], asr #8 \n" + " cmp r1, r3 \n" + " bls 2f \n" + + " strb r1, [%[d]] \n" + + " mov r1, #0x13000 \n" // R1 = ZDELTA + " ldrb r3, [%[d], r1] \n" + " ldr r1, [%[colors], r0, lsl #2] \n" + + " cmp r3, #1 \n" + " blo 11f \n" + " ldrneh r3, [%[p], %[delta]] \n" + " ldreq r3, %[fixedcolour] \n" + + ROP + "11: \n" + " strh r1, [%[p]] \n" + "2: \n" + //" ldr r0, %[dcc] \n" + " add %[AA], %[AA], %[daa] \n" + " add %[CC], %[CC], %[dcc] \n" + " add %[p], %[p], #2 \n" + " subs %[x], %[x], #1 \n" + " bne 1b \n" + : + : [x] "r" (Right - Left), + [AA] "r" (l->MatrixA * (startx + xx) + BB), + [CC] "r" (l->MatrixC * (startx + xx) + DD), + [daa] "r" (aa), + [dcc] "r" (cc), + [VRAM] "r" (Memory.VRAM), + [colors] "r" (GFX.ScreenColors), + [p] "r" (p), + [d] "r" (d-1), + [depth] "r" (depth), + //[zdelta] "r" (GFX.DepthDelta), + [delta] "r" (GFX.Delta << 1), + [fixedcolour] "m" (fixedColour), + [AndByX] "m" (AndByX), + [AndByY] "m" (AndByY) + : "r0", "r1", "r3", "cc" + ); + } + } +} + + + +static void DrawBGMode7Background16R0 (uint8 *Screen, int bg) +{ + int aa, cc; + int startx; + uint32 Left; + uint32 Right; + uint32 ClipCount = GFX.pCurrentClip->Count [0]; + + int32 HOffset; + int32 VOffset; + int32 CentreX; + int32 CentreY; + uint16 *p; + uint8 *d; + int yy; + int xx; + int BB; + int DD; + uint32 Line; + uint32 clip; + struct SLineMatrixData *l; + uint8 *Depth; + unsigned int fixedColour = GFX.FixedColour; + uint32 depth = Mode7Depths[0] | (Mode7Depths[1] << 8); + unsigned int AndByY = (0x3ff << 4); + + Left = 0; + Right = 256; + + + if (!ClipCount) ClipCount = 1; + + + l = &LineMatrixData [GFX.StartY]; + Screen += GFX.StartY * GFX_PITCH; + Depth = GFX.DB + GFX.StartY * GFX_PPL; + + for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, Depth += GFX_PPL, l++) { + HOffset = ((int32) LineData[Line].BG[0].HOffset << M7) >> M7; + VOffset = ((int32) LineData[Line].BG[0].VOffset << M7) >> M7; + + CentreX = ((int32) l->CentreX << M7) >> M7; + CentreY = ((int32) l->CentreY << M7) >> M7; + + if (PPU.Mode7VFlip) yy = 255 - (int) Line; + else yy = Line; + + yy += (VOffset - CentreY) % 1023; + xx = (HOffset - CentreX) % 1023; + + BB = l->MatrixB * yy + (CentreX << 8); + DD = l->MatrixD * yy + (CentreY << 8); + + for (clip = 0; clip < ClipCount; clip++) + { + if (GFX.pCurrentClip->Count [0]){ + Left = GFX.pCurrentClip->Left [clip][0]; + Right = GFX.pCurrentClip->Right [clip][0]; + if (Right <= Left) continue; + } + + p = (uint16 *) Screen + Left; + d = Depth + Left; + + if (PPU.Mode7HFlip) { + startx = Right - 1; + aa = -l->MatrixA; + cc = -l->MatrixC; + } else { + startx = Left; + aa = l->MatrixA; + cc = l->MatrixC; + } + asm volatile ( + " ldr r3, %[AndByY] \n" + "1: \n" + " and r1, r3, %[CC], asr #4 \n" + " and r0, r3, %[AA], asr #4 \n" + " and r3, r1, #0x7f \n" + " sub r3, r1, r3 \n" + " add r3, r3, r0, asr #7 \n" + " add r3, r3, r3 \n" + " ldrb r3, [%[VRAM], r3] \n" + " \n" + " and r1, r1, #0x70 \n" + " add r3, %[VRAM], r3, lsl #7 \n" + " \n" + " and r0, r0, #(14 << 3) \n" + " add r3, r3, r1 \n" + " add r3, r3, r0, asr #3 \n" + " \n" + " ldrb r0, [r3, #1] \n" + " ldrb r3, [%[d], #1]! \n" + " movs r1, r0, lsl #24 \n" + " beq 2f \n" + " andpl r1, %[depth], #0xff \n" + " movmi r1, %[depth], asr #8 \n" + " cmp r1, r3 \n" + " bls 2f \n" + + " strb r1, [%[d]] \n" + + " mov r1, #0x13000 \n" // R1 = ZDELTA + " ldrb r3, [%[d], r1] \n" + " ldr r1, [%[colors], r0, lsl #2] \n" + + " cmp r3, #1 \n" + " blo 11f \n" + " ldrneh r3, [%[p], %[delta]] \n" + " ldreq r3, %[fixedcolour] \n" + + ROP + "11: \n" + " strh r1, [%[p]] \n" + + "2: \n" + //" ldr r0, %[dcc] \n" + " add %[AA], %[AA], %[daa] \n" + " add %[CC], %[CC], %[dcc] \n" + " add %[p], %[p], #2 \n" + " subs %[x], %[x], #1 \n" + " ldrne r3, %[AndByY] \n" + " bne 1b \n" + : + : [x] "r" (Right - Left), + [AA] "r" (l->MatrixA * (startx + xx) + BB), + [CC] "r" (l->MatrixC * (startx + xx) + DD), + [daa] "r" (aa), + [dcc] "r" (cc), + [VRAM] "r" (Memory.VRAM), + [colors] "r" (GFX.ScreenColors), + [p] "r" (p), + [d] "r" (d-1), + //[zdelta] "r" (GFX.DepthDelta), + [delta] "r" (GFX.Delta << 1), + [fixedcolour] "m" (fixedColour), + [depth] "r" (depth), + [AndByY] "m" (AndByY) + : "r0", "r1", "r3", "cc" + ); + + } + } + +} + +DEC_FMODE7(ROPNAME) +{ +#ifdef __DEBUG__ + #define TOSTRING(n) #n + printf("Rendering Mode7 w/prio, ROp: " TOSTRING(ROPNAME) ", R:%d, r2130: %d, bg: %d\n", PPU.Mode7Repeat, GFX.r2130 & 1, bg) +#endif + CHECK_SOUND(); + + if (GFX.r2130 & 1) { + if (IPPU.DirectColourMapsNeedRebuild) S9xBuildDirectColourMaps (); + GFX.ScreenColors = DirectColourMaps [0]; + } else GFX.ScreenColors = IPPU.ScreenColors; + + switch (PPU.Mode7Repeat) { + case 0: + DrawBGMode7Background16R0(Screen, bg); + return; + case 3: + DrawBGMode7Background16R3(Screen, bg); + return; + default: + DrawBGMode7Background16R1R2(Screen, bg); + return; + } +} + -- cgit v1.2.3